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Doing It My Way - Freelance Traveller

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<strong>Doing</strong> <strong>It</strong> <strong>My</strong> <strong>Way</strong><br />

<strong>Traveller</strong> for the 21st Century<br />

by John Snead<br />

<strong>Traveller</strong> is one of the oldest SF RPGs and<br />

many people now treat it as retro-SF modeled on<br />

the space opera novels of the 1960s and 1970s.<br />

While it can do this well, during the 1980s and<br />

early 1990s, the writers and developers at both<br />

GDW and DGP did their best to keep <strong>Traveller</strong><br />

feeling like the sort of SF that was current at this<br />

time. However, these efforts (along with GDW)<br />

ended around 15 years ago. Since that time, personal<br />

electronics and the internet have changed<br />

many of our assumptions about technology, and SF<br />

has also changed.<br />

With the publication of The New Space Opera<br />

(edited by Gardner Dozois and Jonathan Strahan) in<br />

2008, we have seen a strong resurgence of space<br />

opera stories and novels that are the clear descendents<br />

of the works that spawned <strong>Traveller</strong>. <strong>My</strong><br />

goal in this article is to provide some suggestions<br />

for helping to update <strong>Traveller</strong> to a modern understanding<br />

of technology and modern ideas about<br />

space opera, without transforming it into a different<br />

game. This article is in three parts: the first is about<br />

updating <strong>Traveller</strong> to better fit with our current understanding<br />

of various technologies, specifically<br />

electronics and biotechnology. The 2nd part is a list<br />

of common personal electronics used in the Imperium,<br />

and the third is a discussion of modern<br />

space opera and how to tweak <strong>Traveller</strong> so that it<br />

feels more like modern space opera, while still definitively<br />

remaining the same excellent RPG that<br />

we know and love. All three articles contain a few<br />

footnotes that are listed at the end of the third article.<br />

These footnotes are all references to various<br />

web pages detailing new technologies that are both<br />

changing our world and that would be available in<br />

the Imperium.<br />

Part I: <strong>Traveller</strong> and Modern Technology<br />

One of the most important points to keep in<br />

mind is that <strong>Traveller</strong> was created well before the<br />

advent of the sort of modern communication and<br />

data access that many of us now take for granted.<br />

When <strong>Traveller</strong> was new, there was no public<br />

internet, cell phones did not exist, and universal<br />

wireless data access was barely imagined in SF.<br />

However, we now live in a very different world.<br />

Today, telling players that their PCs, who are carrying<br />

around TL 12 gear, cannot access whatever<br />

information they want when they are in range of<br />

their ship or a planetary data network is going to<br />

puzzle and annoy players who carry a smartphone<br />

or similar device and have grown to expect this sort<br />

of data access in the present day.<br />

I‘ve heard various older gamers say that cell<br />

phones and smart phones and similar devices ruin<br />

many standard RPG plots. I firmly believe that the<br />

existence of such devices and technologies changes<br />

these plots, but that they provide as many new opportunities<br />

as they eliminate. For modern day examples<br />

of how to use such technologies in adventure<br />

plots, take a look at TV shows like Burn Notice<br />

or Leverage. <strong>It</strong>‘s not difficult to mine these<br />

shows for examples of how instant and ubiquitous<br />

communications and data access can enhance RPG<br />

plots, including <strong>Traveller</strong> plots.<br />

Here are a few suggestions for updating electronics,<br />

computers, and biotechnology in <strong>Traveller</strong>.<br />

These modifications will not significantly change<br />

the nature of the Imperium and will have little impact<br />

on play for players who are used to both using<br />

smartphones in their daily life and seeing similar<br />

electronics used in modern day crime and espionage<br />

movies and TV shows. However, these<br />

changes will both keep <strong>Traveller</strong> from feeling<br />

―retro‖ and also allow GMs and players with expectations<br />

of the future based upon their experiences<br />

in the modern day to more comfortably enjoy<br />

gaming in the Imperium.<br />

We live in an era where augmented reality is<br />

starting to become mainstream 1 , where electronics<br />

can give people new senses 2 , or replace their existing<br />

ones 3 , and where robots are beginning to perform<br />

science on their own 4 , and robots have surpassed<br />

human dexterity 5 . There seems to me to be<br />

no excuse to not look to these technological wonders<br />

and let them inform <strong>Traveller</strong>.<br />

Changing Modern Tech Levels<br />

When <strong>Traveller</strong> was written, humanity was a<br />

TL 7 species; by the early 90s, we had achieved TL<br />

(Continued on page 16)<br />

15

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